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Articles 61 - 84 of 84

Full-Text Articles in Art and Design

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt Jan 2017

Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.

The first game in the series is a strategy game called Lost & …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


Beyond Death: Using Design To Transcend Life, Memories And Traditions, Alex Lobos Sep 2016

Beyond Death: Using Design To Transcend Life, Memories And Traditions, Alex Lobos

Presentations and other scholarship

Sustainable design provides benefits across a product’s lifecycle, particularly for end of life. Designers and end users are aware that as much as product lifetime can be extended, no artifact can last forever. But when looking at end of life in human beings, most people are not comfortable with dealing with death whether is their own or of someone else’s. Sustainability can provide initial strategies for designing for human death but in order to make a significant contribution to this area, designers need to address a wider set of needs that also include social, emotional and psychological issues. Models such …


Visual Brand Identity Of Food Products: A Customer’S Perspective, Panagiota Moutaftsi Ms, Panagiotis Kyratsis Dr Jul 2016

Visual Brand Identity Of Food Products: A Customer’S Perspective, Panagiota Moutaftsi Ms, Panagiotis Kyratsis Dr

Journal of Applied Packaging Research

Purpose – The aim of this research is to explore the benefits of a customer based approach on food packaging design. A case study of a small production honey brand is used.

Design/methodology/approach – For the design process, a survey that involved visual elements was conducted as an online questionnaire. The final size of the sample consists of 285 questionnaires.

Findings – The research findings indicate that packaging is a great influencer for consumers and the synergy of consumers with companies can be a catalyst for the product design process resulting in package designs, which engage potential customers and drive …


Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida May 2016

Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida

Theses

It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.

As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some …


Ingress Well-Played: City As Mmo, Elizabeth L. Lawley Jan 2016

Ingress Well-Played: City As Mmo, Elizabeth L. Lawley

Articles

This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …


Packaging Design Elements And Users Perception: A Context In Fashion Branding And Communication, Heer Vyas Jul 2015

Packaging Design Elements And Users Perception: A Context In Fashion Branding And Communication, Heer Vyas

Journal of Applied Packaging Research

The product packaging has a crucial role to attract consumer, force them to choose the product and act as a brand communication vehicle. The point of focus is how the elements of the package design affect consumer’s perceptions about products and brand. In this study, we collected data through a questionnaire that covered areas such as design elements of the package (size, shape, material, graphic design of package, typography, images and pictures), user’s perception (attention, purchase and repurchase) and their experience (feelings evoked and functional benefits). There is a difference with the professional status and age involvement with respect to …


Hand Operated Tabletop Letterpress Assembly Instructions 1.0, George Chiu, Brendan Domos, Spencer Herzog, Nathan Sandidge, Kevin Weinstein Jun 2015

Hand Operated Tabletop Letterpress Assembly Instructions 1.0, George Chiu, Brendan Domos, Spencer Herzog, Nathan Sandidge, Kevin Weinstein

Theses

A group of RIT Mechanical Engineering students spent the 2014-2015 academic year in their senior design class collaborating with the RIT Cary Graphic Arts Collection to design and fabricate a 21st century hand-operated platen press.

The press that was designed during this engineering exercise met several requirements:

  • be under 30 lbs
  • fit in a 24 inch square table top space
  • be manufactured with a majority of components which could be purchased from a standard parts supplier
  • be able to print with commonly manufactured ink rollers, ink, letterpress chases, spacing and furniture
  • the platen and packing had to be adjustable to …


The Affect Of Versioned Package Design On Various Demographics, Howard E. Vogl, Colleen L. Twomey, Kristen Dang, Alexis B. Kelsey Jan 2015

The Affect Of Versioned Package Design On Various Demographics, Howard E. Vogl, Colleen L. Twomey, Kristen Dang, Alexis B. Kelsey

Journal of Applied Packaging Research

This study challenged the concept of a single best package design for food products. Research found that typography played a crucial role in the consumer’s perception of the quality and the value of a product. It was also found that, based on the consumer’s purchasing intention, the use of type or graphics on a package could have either a positive or a negative affect on consumer perception of product value and quality. In addition, this study pointed out that these variables require careful testing in the marketplace, which can only be achieved in package designs that can be economically tested …


Consumer Perception Of Tactile Packaging: A Research Study On Preferences Of Soft Touch And Hi Rise Coatings In Cosmetic Packaging, Malcolm G. Keif Ph.D., Colleen Twomey, Andrea Stoneman Jan 2015

Consumer Perception Of Tactile Packaging: A Research Study On Preferences Of Soft Touch And Hi Rise Coatings In Cosmetic Packaging, Malcolm G. Keif Ph.D., Colleen Twomey, Andrea Stoneman

Journal of Applied Packaging Research

A choice-based conjoint study was conducted sampling 400 individuals to determine their preference for Soft Touch and raised tactile coatings, which are sometimes called Hi Rise or profile coatings. Soft Touch coatings have a velvety, warm feel to them, and Hi Rise coatings simulate embossing with a glossy appearance to them. Both are considered tactile coatings, engaging the sense of touch.

Demographic profile data, level of agreement about statements related to cosmetic packaging and packaging choice set selections were collected. The conjoint sets contained three attributes: design color, tactile coatings, and price.

Design choice was split. Approximately half of the …


Timelessness In Sustainable Product Design, Alex Lobos Oct 2014

Timelessness In Sustainable Product Design, Alex Lobos

Presentations and other scholarship

Shorter product lifespan driven by reduced durability and planned obsolescence is causing severe environmental issues and diminishing user experience. Sustainable Design is addressing this problem with strategies that improve a product’s lifecycle and address important areas of impact in manufacturing, use, and end of life. This article explores how the concept of ‘timelessness’ can be used as an effective strategy for creating products that are cherished and enjoyed by their users, last longer, are easier to repair and have better options for end-of-life. A series of case studies found in commercial products as well as in student projects illustrate how …


Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski Jun 2014

Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski

Journal of Interactive Humanities

This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.

Play game on desktop or tablet: www.avma.org/videogame

Play within browser: https://www.avma.org/KB/K12/videogame/index.html


Story Guided Virtual Cultural Heritage Applications, Selma Rizvic Jun 2014

Story Guided Virtual Cultural Heritage Applications, Selma Rizvic

Journal of Interactive Humanities

Virtual cultural heritage applications, particularly virtual museums, nowadays include various forms of storytelling. Every object, site or artifact is better perceived and understood through the adjoining story. Interactive applications naturally request the storytelling to become interactive as well. This paper describes the concepts of interactive digital storytelling in our virtual museums and cultural heritage presentations and discusses their advantages and drawbacks recognized through user evaluation. We used digital stories not only to introduce visitors with the context and information on the objects, but also to enhance their navigation through virtual environments with purpose of learning and perceiving maximum amount of …


Benefits Of Video Presentations In Product Design, Alex Lobos Dec 2013

Benefits Of Video Presentations In Product Design, Alex Lobos

Articles

Product Design uses a human-centered process to develop solutions that solve unmet user needs. Because of the sequential nature of this activity, final designs are often presented in printed process books or digital slideshows, which visually communicate the development of the solution from start to finish rather than focusing just on the final result. Storytelling is a key element to consider when creating these process books in order to communicate the design solution as well as where it came from. An alternative to these presentations is the use of short videos, which offer the advantage of communicating the design process …


Flap Stool Storage Furniture For Urban Nomads, Liu Yang Oct 2013

Flap Stool Storage Furniture For Urban Nomads, Liu Yang

Theses

The purpose of this project was to make moving from one location to another an easier process by developing a creative furniture piece that can be used for storage.

Research on the actual moving process and existing moving solutions was done to gather information to begin this project. At the beginning of ideation, light-weight materials and folding structures were studied, and several new furniture solutions were explored. Concepts such as a storage stool, a transformable shelf, and bamboo roll furniture were created and tested.

A storage stool was selected for further development, because it provided the best fit for the …


Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield Sep 2013

Press Start: Video Games In An Art Museum, Georgina Goodlander, Michael Mansfield

Journal of Interactive Humanities

Art museums can be complex, confounding, boring, exciting, absurd, and breathtaking. They can be sad, enlightening, hurtful, alive, dead, mainstream and avant-garde. They can, at once, be all of these things. Or they can be any one of these things separately. Museums can be more. Art museums might provide a place for contemplation, a place for social commentary, a place for political discourse, a place for lunch. They can identify us, deconstruct us, or illuminate our experiences for everyone. They can be an index for the health and vibrancy of our culture and our time. The Smithsonian American Art Museum …


Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard Sep 2013

Embodied Tuning: Interfacing Danish Radio Heritage, Christian Hviid Mortensen, Vitus Vestergaard

Journal of Interactive Humanities

Most museum exhibitions favor vision, not hearing. When there is audio in exhibitions, it tends to take on a secondary role as a soundtrack or commentary. In some cases, however, audio should be the primary object of interest. Radio heritage is such a case. The traditional way of showcasing audio is through webaccessible archives or through listening kiosks in the exhibition. Neither one takes advantage of the unique affordances of the spatiality and physicality of an exhibition. We therefore propose an alternative way of exhibiting radio heritage in a listening exhibition where users move around and explore the physical gallery …


Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid Sep 2013

Modding The Humanities: Experiments In Historic Narratives, Elizabeth S. Goins, Christopher Egert, Andrew Phelps, Chandra Reedy, Joel Kincaid

Journal of Interactive Humanities

While the ludology versus narratology debate raged within game studies circles [1], game designers continued building games and developing methods to improve player experience. Today however, while designers may have their personal preferences, there is no longer any doubt that both mechanics and story can have an important role to play in a game [2,3, 4, 5, 6, 7].


You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins Sep 2013

You Have Died Of Dysentery: A First Attempt At Navigating A Course In Educational Games, Adrienne Decker, David Simkins

Journal of Interactive Humanities

This paper describes our experiences developing and piloting a course in educational games. We discuss the structure of the course, the topics we included in the course, as well as the final projects the students created for the course. Of particular interest to non-technical educators interested in exploring games in their courses is the fact that our course incorporated many critical thinking skills as part of the coursework. We felt that an important part of the student’s immersion in this material was not just the production of the game, but also a deeper understanding of the issues surrounding education and …


Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt Mar 2013

Integrating Emotional Attachment And Sustainability In Electronic Product Design, Alex Lobos, Callie W. Babbitt

Articles

Current models for Information and Communication Technology (ICT) products encourage frequent product replacement with newer versions that offer only minor incremental improvements. This pattern, named planned obsolescence, diminishes user experience and shortens product lifespan. This paper presents the conceptual basis for a two-part integrated approach to combating planned obsolescence in ICT devices. First, design for emotional attachment, which creates products that users enjoy, value, and use for longer. Second, technological adaptability, which anticipates product upgrades and repairs as new technologies emerge. A model interdisciplinary design course in industrial design and sustainability, also described herein, trains students to apply this approach …


Model For Interdisciplinary Collaboration In Packaging Design, Lorrie Frear, Alex Lobos, Sandra Turner Jan 2013

Model For Interdisciplinary Collaboration In Packaging Design, Lorrie Frear, Alex Lobos, Sandra Turner

Articles

This paper explores a studio course in packaging design within Rochester Institute of Technology, which touches on three key elements: First, the course is designed as an interdisciplinary studio comprised of fourth year and graduate students in graphic design, industrial design and packaging science, allowing them to refine skills in their own disciplines while expanding their breadth in other methods of thinking. This model, commonly called “T-shape” profile, is crucial in today’s professional practice (Design Council 2006). Second, the course involves a Fortune 500 company sponsor, who challenges students to develop packaging solutions in an internal design competition. While collaborations …


Under A Pale Grey Sky: An Interactive Timeline Of Iroquoian Warfare And Its Impact On The Acceleration Of American Colonization, Thomas Weaver Jan 2013

Under A Pale Grey Sky: An Interactive Timeline Of Iroquoian Warfare And Its Impact On The Acceleration Of American Colonization, Thomas Weaver

Theses

Early American settlers thought the Iroquois to be a violent, forceful and barbaric amalgamation of Native American Nations. Their organization of warfare, community, and politics allowed them to remain one of the most powerful nations for many years. Conflict with other tribes was a normal part of life for the Iroquois and the surrounding nations. However, as the American settlers began moving towards the frontier, Iroquois conflicts with the Algonquian begin to rise in frequency. This led to weakening of the Iroquois population and allowed the American settlers to usurp land from the Six Nations without considerable opposition.


Human Powered Production Tool For The Renewable Material, Bamboo, Rashmi Kinariwala Jul 2010

Human Powered Production Tool For The Renewable Material, Bamboo, Rashmi Kinariwala

Theses

Sustainable design in a simple manner usually involves the impact of the things we design - their manufacturing process, time of use, and final disposal - on the earth's environment. In India, I was exposed to a different definition and concept of "sustainable design," some similar to the West, and some rather different. When a particular object is related to its context, it becomes a part of the living system, making it human-centered and deeply rooted in the culture. It has to do more by defining a relationship between the object and the user environment. In order to attain sustainability …


Human Behavior Centered Museum Guided Tour System, Yenmin Chen Sep 2008

Human Behavior Centered Museum Guided Tour System, Yenmin Chen

Theses

As new technologies appear, many devices or tools become more and more powerful. New technology also gives us more options to choose from in our daily lives, not only in ways used for school, but also with the devices used to surf the Internet. Certainly, we have more variety available in the various aspects of our lives, such as entertainment, education, work etc.--but new technology brings with it more problems, too. If new technology doesn't come with new thinking, life may not be better than before.

Some designers focus on human factors too much; they forget to consider how people …